Forest track

Forest track

Postby Varivar » 31 Jan 2010, 15:45

I'm currently working on a completely new track with a "light forest" theme. First I wanted to convert the "Tux Tollway" track, but in my opinion that track isn't that good, so I decided making a complete new track would be more fun. Besides I just discovered someone else claimed Tux Tollway here. That is great and saves me some time (but it would have been nice if you had informed me first).

I have nothing playable yet, but I mostly finished the base mesh and the driveline. I'm just telling this to be sure no one else is working on a track with the same theme ;)
Attachments
mesh.png
base mesh
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Re: Forest track

Postby rudy85 » 31 Jan 2010, 19:14

You can find trees here :
http://yorik.uncreated.net/greenhouse.html

You can use decimate modifier to reduce number of poly ;)

and resources here :
http://e2-productions.com/repository/mo ... downloads/
http://opengameart.org/
STK 3D animation
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Re: Forest track

Postby horace » 01 Feb 2010, 01:49

http://www.frecle.net/index.php?show=treed.about

if you are on windows maybe this tool can be useful?

Best of all tree[d] is free to use, and the trees you make you can include in your own projects, commercial or free, as long as they are not model packs, texture packs, 3D model generators, or texture generators.


i am not sure though if the resulting trees can be CC licensed? since CC licensed stuff couldn't really be prevented from being used in model packs? better ask the author.
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Re: Forest track

Postby Varivar » 01 Feb 2010, 08:28

Thanks for your replies :)

About the trees, I'm going to model them myself, downloading trees from other websites is not really fun. This way I can license them the way I want. For modelling I will use a combination of Blender and ngPlant.

rudy85 {l Wrote}:http://opengameart.org/

I've seen some nice grass textures there, and as I'm not very good in drawing textures, I think I will use those.
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Re: Forest track

Postby COOLTUX345 » 01 Feb 2010, 17:25

Please finish it soon! I think that you should put birds flying in the sky and animals running in the grass (perhaps off the track and sometimes on the track). I hope it will be fun and please make the track textures and models high-quality!
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Re: Forest track

Postby COOLTUX345 » 01 Feb 2010, 17:26

rudy85 {l Wrote}:You can find trees here :
http://yorik.uncreated.net/greenhouse.html

You can use decimate modifier to reduce number of poly ;)

and resources here :
http://e2-productions.com/repository/mo ... downloads/
http://opengameart.org/

I think you should use some of those trees
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Re: Forest track

Postby Varivar » 03 Feb 2010, 19:56

COOLTUX345 {l Wrote}:I think you should use some of those trees

Those are nice trees, but I already said I will make my own. That way I'll be able to have a full set of vegetation in the same style.
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Re: Forest track

Postby Varivar » 03 Jun 2010, 19:18

Hello,

I wanted to say that I just started working on this track again :D Expect an update later this week.
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Re: Forest track

Postby Arthur » 03 Jun 2010, 21:54

Great news! Always looking forward to new content. :)
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Re: Forest track

Postby Varivar » 04 Jun 2010, 21:26

Here is the first playable version of the forest track:
http://www.2shared.com/file/amHA0AjT/forest.html (works with STK alpha 2 only)

It features a working driving line, fully textured landscape, a skybox and (very little) vegetation. I had some trouble with double sided faces, seems like the track exporter doesn't support this. I solved this for the tree by copying the model, but off course this raises the facecount.
forest.png


Btw, it looks to me as if alpha 2 has a worse performance than alpha 1. The framerate for the mines track is lower, and the garden track is nearly too slow to play. I'm using Windows Vista, so maybe it's better under Linux.
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Re: Forest track

Postby Auria » 05 Jun 2010, 00:19

It's a bit hard to tell why it's slower, we'd need to do lots of tests; improving performance was not a big goal up to now, since we're mostly adding back 0.6 features. But after that time should be spent on performance.
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